// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #define VK_NO_PROTOTYPES #if defined(WIN32) #define VK_USE_PLATFORM_WIN32_KHR #endif #if defined(HAVE_X11) #define VK_USE_PLATFORM_XLIB_KHR #endif #if defined(ANDROID) #define VK_USE_PLATFORM_ANDROID_KHR #endif #if defined(__APPLE__) #define VK_USE_PLATFORM_METAL_EXT #endif #include "vulkan/vulkan.h" // Currently, exclusive fullscreen is only supported on Windows. #if defined(WIN32) #define SUPPORTS_VULKAN_EXCLUSIVE_FULLSCREEN 1 #endif // We abuse the preprocessor here to only need to specify function names once. #define VULKAN_MODULE_ENTRY_POINT(name, required) extern PFN_##name name; #define VULKAN_INSTANCE_ENTRY_POINT(name, required) extern PFN_##name name; #define VULKAN_DEVICE_ENTRY_POINT(name, required) extern PFN_##name name; #include "VideoBackends/Vulkan/VulkanEntryPoints.inl" #undef VULKAN_DEVICE_ENTRY_POINT #undef VULKAN_INSTANCE_ENTRY_POINT #undef VULKAN_MODULE_ENTRY_POINT namespace Vulkan { bool LoadVulkanLibrary(); bool LoadVulkanInstanceFunctions(VkInstance instance); bool LoadVulkanDeviceFunctions(VkDevice device); void UnloadVulkanLibrary(); const char* VkResultToString(VkResult res); void LogVulkanResult(int level, const char* func_name, VkResult res, const char* msg, ...); #define LOG_VULKAN_ERROR(res, ...) LogVulkanResult(2, __func__, res, __VA_ARGS__) } // namespace Vulkan